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kman

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  1. Thanks
    kman reacted to SiegeSix in [EU3] Operation Iron Fist - Modded Zeus Gamenight 22/05/2020 @ 16:30 UTC   
    Thank you for the attendence!
    Thank you for the feedback, and thank you for the end of my two part gamenight series.
    I'm glad you like the merciless playstyle I forced against where the AI gives zero fucks in regards to your situation. I think that really made some of you think an extra time about how you were gonna approach things.
     
    Maybe there'll be something like this in the future. We'll see
  2. Like
    kman got a reaction from SkullCollector in PMC Ops Kunduz Week 3 15/05/2020 @ 17:30 UTC   
    role: Charlie TL
    Zeus: @MidnightRunner
    SL: @SiegeSix
     
    This was a fun mission, I like the caves on the map. As mentioned in debrief, Alpha nad Charlie got stuck without purpose at the end of the mission, but that was't anyone's fault, we just copleted all objectives there. Maybe we could have extracted sooner back to base, but no big deal.
     
    some notes:
    1) There were some technical problems with people dropping out of the teams during respawns, I trust that was some setting issue, as I haven't seen this before (or at least not for a long time).
     
    2) I would consider giving TLs long-range radio for freq 30.
    It would mean no need to re-set additional channel after respawn (which people can forgot) and open additional channel for cooperation between elements without spamming uninvolved parties.
    For example me and Alpha TL have been doing some coordination on channel 30, that was being unnecesarily broadcasted to Bravo, Delta and Command. Likewise for B/D.
     
    3) To the discussion about 1st / 3rd view. Correct me if I remember this wrong, but on old AWE, people on foot were forced to 1st and in vehicles you could use 3rd as to lessen hassle for drivers / pilots. Or am I just imagining this? Is this differentiation even possible @Stanhope ?
  3. Like
    kman reacted to SiegeSix in [EU3] Operation Red Hammer - Modded Zeus Gamenight 10/05/2020 @ 16:30 UTC   
    Thank you for the attendence!
    29 people was amazing.
    It was fun. And regarding the intel... we'll have to see about that Harbor at some point
  4. Like
    kman got a reaction from BenjaminHL in PMC Ops Kunduz Week 2 08/05/2020 @ 17:30 UTC   
    role: bravo engineer
     
    This was fun mission.
     
    I rly liked the initial insertion with mines and contact and our roundabout push with Delta towards the compoud across the field from abmush site site while EI seemied to be counterattacking on the same route.
     
    It got little messy after, with little confusing orders from command - first to diverted to mortars, that canceled we were heading back to Delta, then redirected back to Alpha and US troops.
    Since our last push took us to the same objective and string of compounds, where we were headed originally together with Delta, I'm not sure why we returned back to Alpha's position and pushed from there?
     
    Anyway we had some fun (and losses) breaching those compounds and @BenjaminHL was rly good as SL.
     
    PS: moral I took from this mission: Mine Detector beeping is barely audible when earplugs are IN, especially when shooting occurs (stepped on mine realizing I hear beeping about 0.5 seconds before explosion).
  5. Thanks
    kman reacted to MidnightRunner in PMC Ops Kunduz Week 2 08/05/2020 @ 17:30 UTC   
    Mission Name:
    PMC Ops Kunduz Week 2 
     
    Server Details:
    IP: 136.243.150.72:
    Port: 2302
     
    Mods Required:
    Arma 3 Preset PMC OPs.html
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 30 (4 Teams of 6, command, Phoenix Medivac and vortex )
     
     
    Situation
    Following a meeting with local tribal elders an American unit was ambushed in open ground on the way back to base. They struck an IED which was followed up by RPG and MG fire. The survivors are currently pinned down and under fire. However, due to an ongoing operation elsewhere the US have limited response elements to deploy and have asked that we, as the closest allied forces,  provide assistance. US command is scrambling a QRF force but they are at least an hour out. We need to insert create a perimeter and push back the insurgent forces until the American QRF force arrives from the South. 
     
     
    Assets:
    1 x MH-6M Littlebird
    1 x AH-6M Little Bird
    1 x UH-60M
    Various ground transport and support vehicles
     
    Friendly Forces:
    US Army 
    Afghan National Army and Police forces
     
    Enemy Forces:
    Insurgents and non allied tribal fighters 
     
    Civilians:
    Civilians are concentrated around towns and villages.
     
    Mission
     
     
    Provide support to an embattled US force and ensure their survival until US forces can mobilise.
     
     
    Execution
    Objectives:
    Secure the immediate area around the US forces
    Defuse the insurgents assault 
    Ensure their survival until the American relief force arrives.
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Armed personnel may be engaged on sight.
    Civilians are present in the area so collateral damage is to be kept to a minimum.
    Only buildings clearly being used for a military purpose may be engaged.
    Civilian life must be protected (Hearts and minds)
     
    Optional Tasks:
    Provide any necessary support to civilians in the area.
     
    Admin & Logistics
     
    Resupply:
    At the commander’s control, assets are available at base to facilitate this.
     
    Reinforcements:
    Unlimited
    At commanders discretion, transport assets are available.
     
     
    Command & Control
     
    Command:
    Overall command lays with codename "Overlord" who will set objectives and ROE.
    Operational control on the ground lies with the Platoon Commander.
     
    Communication:
    Radio channels are set for each element and can be viewed as part of the Diary accessible through the map . Platoon has limited discretion for change but structure is to be maintained.
     

  6. Like
    kman got a reaction from RiverWolf in ACE Medical setting change - The Stitching   
    I would like to open debate about stitching restriction on AWE / modded events.
    Im of the opinion, that current restrictions to stitching (only in vehicles) is very detrimental to flow of the gameplay. Neither is this restriction realistic.
     
    From realism perspective:
    Experienced combat medic would have much easier time to stitch patient lying on the ground, than trying to stitch them in backseat of a vehicle (cramped space, unless medical van), not to mention MOVING vehicle. Idea of someone being stitched in Humwee moving 50kph on country road is just preposterous (or in flying Littlebird HAHA).
     
    From gameplay perspective:
    1)
    Vehicles are often more risky place to be, than some covered "outside" location (ground depression / trench / building).
    We all know, how Arma AI reacts to vehicles that are occupied.
     
    2)
    On many missions where vehicles are scarce (or none) or too risky to be used, players will often run long streches of mission with only bandaged - and constantly reopening - wounds.
    This will quickly deplete their supplies and starts eating into medic's supplies and time, grinding the Squad to standstill, affecting not only individual wounded soldiers, but whole Squads and mission progression from Platoon/Zeus perspective.
    It also makes riflemen gameplay miserable, because their Aim will be more and more affrected by accumulated bloodloss and unstitched wounds.
     
    I believe this review is now needed more than ever, due to new ACE medical system, which generaly makes it harder to wake people up from unconsciousness, and requires medics to be well supplied with fluids. Ability to stich multi-wounded, will preserve their fluid reserves better.
     
     
    PS:
    Another thing to consider would be re-usability of Surgical Kit.
    There I'm kinda on the fence. There are part of surgical kit that are extremely light and take almost no space (needles and threads) and parts that are re-usable (scalpel, clamps).
    That would speak for re-usability.
     
    On the other hand, for scalpel and clamps to be reusable, and for the individual woulds to be cleaned for stichting, disinfectants are repeatedly needed, and those cans will take lot of space and weight in large quantities.
     
    Maybe if the Surgical Kit item can be made heavier (say 3x heavier), it would be ideal to make it into re-usable item.
     
     
  7. Like
    kman got a reaction from GhostDragon in ACE Medical setting change - The Stitching   
    I don't know @Minipily, it seems to me too much details put into medicking.
     
    It migh be fine for very specific missions, or when the server is nearly full capacity. But for our usual ~30-40 people, I would not create two degrees of medics where squad medic needs to send / wait for specialised doctor to do stitching.
     
    But on large mission when we do have Medevac, combat surgeon with PAK ability might be created.
  8. Like
    kman got a reaction from Schubz in ACE Medical setting change - The Stitching   
    No just no.
    People on AWE never take or not take risks based on consideration whether they will later be stitched or not. This will just not enter into equation.
     
    If you want people to consider risk of being shot at, you have to either:
    1) limit number of respawns, making it clear that dead people will not be able to continue mission at all
    2) server-force specialised mods like Laxeman's suppression.
     
    Again you are wastly exagerating. Wounded people need to be: bandaged, stitched and their fluids largely replenished before returning to optimal effectivenes.
    What you describe woud be vanila first-aid kiting people.
  9. Like
    kman got a reaction from GhostDragon in ACE Medical setting change - The Stitching   
    No just no.
    People on AWE never take or not take risks based on consideration whether they will later be stitched or not. This will just not enter into equation.
     
    If you want people to consider risk of being shot at, you have to either:
    1) limit number of respawns, making it clear that dead people will not be able to continue mission at all
    2) server-force specialised mods like Laxeman's suppression.
     
    Again you are wastly exagerating. Wounded people need to be: bandaged, stitched and their fluids largely replenished before returning to optimal effectivenes.
    What you describe woud be vanila first-aid kiting people.
  10. Confused
    kman got a reaction from Noah_Hero in ACE Medical setting change - The Stitching   
    No just no.
    People on AWE never take or not take risks based on consideration whether they will later be stitched or not. This will just not enter into equation.
     
    If you want people to consider risk of being shot at, you have to either:
    1) limit number of respawns, making it clear that dead people will not be able to continue mission at all
    2) server-force specialised mods like Laxeman's suppression.
     
    Again you are wastly exagerating. Wounded people need to be: bandaged, stitched and their fluids largely replenished before returning to optimal effectivenes.
    What you describe woud be vanila first-aid kiting people.
  11. Thanks
    kman reacted to GhostDragon in ACE Medical setting change - The Stitching   
    A field medic can and will use a stich kit to stabilise a patient and in our gamenights and AWE play we aim to have as many boots on the ground at a time as possible. As such we will never remove the option to stich from the medics. We have limited the PAK to medical facilities that provides enough reason to send someon back to base in the situation that they are badly wounded enough that the medic cant deal with them in field. 
     
     
    After discussion with the staff we are going to test out stitching in field but leave them single use to ensure that they are still balanced and the logistics still have implications if a medic is using them a lot 
  12. Like
    kman reacted to JANXOL in War for Altis - Act 2 Mission 10 Modded Zeus Ops 03.05.20 @ 16:30 UTC   
    Tactical overview

    The remnants of NATO forces (combined US, British and Altian troops) are holding the airfield, but they are surrounded by Russian troops. They have a line of fortifications to the south and west, but they won't be able to hold on their own. There are still non-combat personnel in need of evacuating, their location will be relayed to you so you can prepare their extraction.
    Situation is delevoping dynamically and additional information will be provided before you depart the ships.
     
    The base is also housing a classified american facility known commonly as The Dome. It is a black site dedicated to conducting illicit operations focused primarily on monitoring or intercepting data relayed by spy sattelites of various countries, or even actively hacking into sattelite networks. The information stored in the data banks of the facility are critical in two ways - firstly, they are a significant asset for our war effort and could be an equally significant asset for the enemy, if captured. Secondly, many of the files are politically sensitive and may or may not involve countries that are neutral or allied - if the operation is revealed to the world, ot could cause us certain diplomatic difficulties.
    The emergency procedures involve transferring critical data onto a mobile platform and wiping the local storage in a way that will make it impossible for enemy technicians to recover it. You must delay the fall of the base untill the process is completed. Afterwards, recover the mobile platform from The Dome and evacuate it to USS Gerald R. Ford. You will need to use a heavy helicopter to slingload the package, as such CH53 is mission-critical equipment.
     
    After the non-combat personnel and the package are secure, evacuate your forces from Malden.
     
     
    Carrier operations
    You deploy on two ships: the carrier USS Gerald R. Ford and escorting destroyer USS Patrick Gallagher.
    The armoury is located aboard the Patrick Gallagher and this should be considered the priamry infantry spawn at the beginning. However, after your gear is sorted it might be easier to depart from the carrier, depending on your reinsert plan. There are means for easy transfer of personnel between ships available.
    Due to limited munitions, the anti-surface weaponry of the destroyer is restricted for self-defense, carrier protection and emergencies, as such you should not expect it to fire in support of the ground forces.
     
    Pilots are expected to take necessary precautions during the flight operations, as deck park is in use. There is still more than enough space to conduct launch and recovery operations and taxi without assistance from deck crew.
    Locations of servicing pads: 1 on each elevator, 1 on rotorcraft landing pad behind the island and 1 on the landing pad of the destroyer.
    Landing strip is angled - when landing line up with the strip and not with the ship itself - this could result in crashing into parked aircraft.
    Overlord will provide deck crew assitance with unfolding and moving rotorcraft as necessary.
     
     
     
     
  13. Like
    kman reacted to SkullCollector in [Guide] ACE Advanced Medical (2020 Rework)   
    Hello and welcome to the revised ACE Medical Guide: 2020 Edition.
     
    This guide aims to be a comprehensive resource for the dedicated medic; to steel yourself with knowledge first so that you can hone it in combat. It will send you on a journey to become the best medic you can be.
    It does not offer panacea. That's just called a packing bandage. It does offer the basis you need to understand the inner and outer workings of ACE Medical with an attempt to dispel some common myths.
     
    You can find two proven sample loadouts at the very end of the document, as well as a spreadsheet with all the data there is about bandages.
     
    For an easier read, here it is on Google Docs.
    Link: ACE Advanced Medical Guide v2.3 (2020 Rework)
     
    The GDoc is always going to be the most up-to-date version, but if you prefer PDF, here you are:
    The PDF is now very much outdated. I will update it with the 2.4 revision, which will include a flowchart and procedure.
     
    ACE Advanced Medical Guide v2.1 (2020 Rework) - 23-04-20.pdf
     
    To-do
     
  14. Like
    kman reacted to MidnightRunner in I&A accepted addons & repository info   
    Already done 
  15. Thanks
    kman reacted to JANXOL in War for Altis - Act 1 Mission 2 Modded Zeus Ops 19/01/20 @ 17:00 UTC   
    Date:
    19.01.2020
    17:00 UTC
     
    Expected mission length: 120+ min (might be over or under)
     
     
    Act 1 - Prelude to a Nightmare
    Part 2
     
               
                There are still many who dare not utter the words "civil war", but few words can be better used to describe situation on Altis. The insurgents are clearly more bold, more aggressive than they've been until now. It is clear they feel confident. It is clear they have support from outside. The conflict is very likely to escalate and Altian military must be prepared for anything that the insurgency may have in store.
                So far, the situation is not as grim as it could be. The insurgents are strong in numbers and are getting equipment and support from outside, but Altian military put a dent in their confidence. The insurgent attempts at destroying the island's infrastructure were largely ineffective, in no small part due to swift response from Altian military. After several days of intense fighting the insurgents were ultimately forced to fall back and the Altian government called this a victory. A victory it might be, but the civil war is far from over.
                The enemy we feared was finally revealed. During recent fighting Freedom's operatives were spotted among the insurgent troops and there's absolutely no doubt now - Freedom is on Altis and they are helping the insurgents in their fight. Freedom's troops are bound to be better trained and equipped than an average insurgents and it is only a matter of time before their material support and training operations improve the fighting capabilities of the insurgency even further. The enemy may have retreated for now, but they will not stop fighting.
                It is time to strike, before the enemy has recovered from their losses. A blow must be dealt to the insurgency that will show them what they are standing against. A blow that will show them that we will not wait idle while they're gathering forces. If it is war they wanted, they shall have it.
                While a major operation against the insurgents is under preparation, the Altian forces seek any opportunity to disrupt and slow down insurgent activities. Many pay the ultimate price, falling victim to traps and stray bullets.
                Meanwhile, Gatekeeper contract with Russia was officially signed and a large contingent of Gatekeeper troops transferred to Russian bases in Syria, preparing for a demonstration of new equipment and naval invasion capabilities. Several days ago a Russian missile destroyer violated Altian territorial waters. The vessel turned back eventually, claiming a navigation error, but no apologies were offered.
                In a sudden surge of optimism the altian clock goes back one minute. It is now three minutes to midnight...
     

     
    The Assets
    Player faction: Altian military + US special forces support
    Player slots: 36
    - PLATCO - 4 man command element
    - 3 Infantry Squads - Alpha, Bravo, Charlie - 8-man each (4-man fireteam, 3-man maneuver team + engineer - effectively two 4-man fireteams)
    - Razor - a 6 man US special forces team.
    - Vortex - a US air unit equipped with AH-6 and MH-6 helicopters
     
     
    - Various wheeled transport vehicles
     
    The mission
    We have received intel that several insurgent leaders are scheduled to meet in the area. It present an opportunity to deal a blow to enemy chain of command which we cannot pass. It is also possible that Freedom's representative will be meeting with them. Both the insurgent leaders and the Freedom representative are High Value Targets which we must eliminate or capture - the intel they could provide could be significant.
     
    The modset:
    The modset didn't change, but I'm putting it here for anyone who might need it: https://steamcommunity.com/sharedfiles/filedetails/?id=1944287184
     
    Hope to see you there!
  16. Like
    kman got a reaction from GhostDragon in War for Altis - prologue Modded Zeus Op 05/01/20 @ 17:00 UTC   
    Almost missed this, I will be there!
     
    PS: the link to mods required is nice, but ImportFile for Steam workshop would be better - I'm attaching it to this post.
     
    Just download it  and in Arma Launcher >  MODS > Import (down-right on screen) choose the downoaded file.
    Arma 3 Preset AWE War on Altis.html
  17. Like
    kman got a reaction from MidnightRunner in War for Altis - prologue Modded Zeus Op 05/01/20 @ 17:00 UTC   
    Almost missed this, I will be there!
     
    PS: the link to mods required is nice, but ImportFile for Steam workshop would be better - I'm attaching it to this post.
     
    Just download it  and in Arma Launcher >  MODS > Import (down-right on screen) choose the downoaded file.
    Arma 3 Preset AWE War on Altis.html
  18. Thanks
    kman reacted to Stanhope in War for Altis - prologue Modded Zeus Op 05/01/20 @ 17:00 UTC   
    AFAIK the server we be called "[AhoyWorld.net] EU#2 Zeus Operations [TFAR]", which will be hosted on the IP AWE used to be hosted on but that is currently also being used by both EU2 gamenights and MSO (136.243.150.72:2302) and the teamspeak channel will be the "EU2 Zeus Operations [TFAR]". 
  19. Thanks
    kman reacted to JANXOL in War for Altis - prologue Modded Zeus Op 05/01/20 @ 17:00 UTC   
    People wanted a modded gamenight and so you shall have it. Join for a fun, immersive*, teamplay-oriented experience in a zeus mission led by me. All players are welcome, regardless of prior experience with mods, so do not be afraid to join and have fun. There will be a quick introduction to ACE and its features for all who haven't had prior experience with it.
    *if you're fine with a bit of political fiction
     
     
    Date:
    05.01.2020
    17:00 UTC
     
    Expected mission length: 120+ min (might be over or under)
     
    Introduction Political fiction inbound
                The island of Altis has a history full of violence, as does the rest of the Altis Archipelago. During the Cold War, Altis fell into Soviet sphere of influence, which was welcomed by some of its people and resented by others. A short lived insurgency against the communist rule was quickly ended, not without help from Soviet troops. With the collapse of Soviet Union in 1991, Altis regained some of its lost freedom, but it would not be an end to unrest on the island. In fact, it would only get worse.
                The original government decided to keep close bonds with Russia, but it quickly became apparent that the government has no way of remaining in power. Over the years Altis would gradually drift away from Russia and towards NATO, as its external politics stabilized. Nothing stabilized internally, however. Since 1991 Altis experienced multiple snap elections, political assassinations, mass shootings and two attempted coups. "Altian clock" - originally a comedic gag inspired by "the doomsday clock" - is counting down time to Altis descending into chaos, and people look at it with concern. The unrest on the island made for fertile ground in which to plant dangerous ideas. Ideas that are poison to the society, ideas that can only result in more violence. And with recent geological surveys suggesting presence of uranium on the island, Russia once more turns it's gaze towards Altis, which - one could say - "rightfully" belonged to them.
                Now Altis is on the brink of civil war. Rebellion has taken root on the island. The rebels were swayed by the poisonous words of the anarchists to take up arms against the government. It is almost certain that they are backed by the international organization, who call themselves "Freedom" - a large group regarded by most countries as terrorists, anarchists. Freedom fights to overthrow all governments, all systems of justice, all that which in their view limits the freedom of an individual. There is no proof of their involvement on Altis, but the rebellion seems to share their viewpoint, and it is certain that they are funded by an external power - most likely Freedom, but suspicion also falls on Russia.
                Situation on the island is likely to worsen, as Altian Army struggles to deal with the insurgency. The government tries to seek help abroad. The corporate-funded mercenary group "Gatekeeper" refused cooperation, as it seems Russia offered them a much better contract to avoid their involvement with Altian government. The international task force "Epsilon" operating under NATO banner and dedicated to counteracting global terrorism threats refused involvement for now, uncertain of the situation on Altis. The only hope of bringing them into the fray is to find definite proof of Freedom's involvement. USA and UK agreed to send equipment to support the Altian army, as well as a token military force, which is yet to arrive. The only open offer of "help" came from Russia, but the government was forced to reject it. Despite that, the Russian military is clearly on the move, as the bear is sensing an opportunity.  This caused concern in NATO and so the scene is set...
                With NATO and Russian forces approaching the island in turmoil and a terrorist organization seemingly acting from behind the scenes, it seems all ingredients for a disaster have been added to the cauldron. It is only a matter of time before it starts to boil.
                The Altian clock shows two minutes to midnight...
     

     
    The assets
    Player faction: Altian military
    Player slots: 32
    - PLATCO - 4-man command element and armored command vehicle
    - 3 Infantry Squads - Alpha, Bravo, Charlie - 8-man each (4-man fireteam, 3-man maneuver team + engineer - effectively two 4-man fireteams)
    - Deimos - BMP-1P IFV - 2-man crew (Gunner/commander and driver)
    - Support team - 2-man team equipped with either an HMG or recoilless rifle, at commander's discretion
    - Various wheeled transport vehicles

    There will be no arsenal, players are given custom loadouts. Resupply will be possible.
    Despite using a mix of western and russian weaponry, squad layouts are organised so that there should always be someone who uses the same ammo type.
     
     
    The mission
    The goal is to put an end to insurgent activity in the area. The rebels have attacked the town of Abdera, most likely to retaliate against the civilians loyal to the government. We are also expecting the insurgents to have several camps, outposts or weapon caches in the area. We must retake the town, and find and neutralize any insurgent threat in it's vicinity. Safety of civilians is a priority. Securing intel or capturing insurgents for interrogation could also prove beneficial to our efforts. We should also be ready to counter any insurgent movements in response to our actions and be on the lookout for possible proof of Freedom's involvement in the insurgency.
    The modset
    We will be using BAF, RHS, ACE and TFAR and associated compatibility patches. To make it extra easy, here's a colection link:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1944287184
     
     
    Just a prologue?
    If people like it and want more, this will likely evolve into a zeus campaign, with a player-driven story and future missions influenced by your efforts, successes and failures. You will get the opportunity to play as Altians, Americans and British and face unique enemy commanders with personalized command styles. It will aim to be the best possible mixture of fun, immersive and challenging.
     
  20. Like
    kman got a reaction from Ryko in I&A 4 Beta Test Feedback   
    1) picking up backpack from enemy will treat it as a weapon you dont have training for - making you only walk
    please whitelist all backpacks by default, so we can take/swap from dead enemy
     
    2) I like how AI is performing hunting missions for players now, but it does not work very well for VEHICLES.
    today I destroyed vehicle in new AO with titan AT, being about 500m from the AO perimeter,
    in about 2 minutes 2x technical rolled on me, followed by Marid, Tigris and eventually 2 MBTs
     
    since I was hidden in bushes, they just threw a party, circling in very close proximity
     
    Even when friendly Hitman arrived on nearby Hill and started destroying them, they ignored it completely, driving around trying to locate me
     
    The "hunting" routine works ok for infantry, but needs to be tweaked for vehicles, because it makes them act rly stupid, congregating on 1 spot where they will get stuck, unless they manage to kill who they came for
    - perhaps some time limit after which they return to normal patrolling pattern ?
     

  21. Like
    kman reacted to Ryko in I&A 4 Beta Test Feedback   
    Version 059 is now in internal testing.  Change log:
     
    059
    ---
    NEW
    1. Added mission persistence and set to ON by default. When server restarts, completed AOs / player rewards are loaded from persistent save.
    2. Added smoke screen deployment option to heavy air trans vehicles (Ghosthawk, Huron, Blackfish level vehicles). It is a action menu item (similar to the deploy ammo box) and will be available when the vehicle is going less than 40 km/h and more than 400m away from base. You have one charge, which can be reloaded at Air service or helipads.
    3. Added Artillery Smoke reward (1000 points).
    4. Added Button in rewards menu to show/hide vehicles, weapons and gear that the player is restricted from purchasing due to their role. Useful to let you purchase a non-role vehicle, then activate the related squad.
     
    FIXES
    1. Turret toggling in Ghosthawk
    2. UAV secondary mission
    3. Further fixes to prevent players having access to prohibited gear via the arsenal
    4. Players can no longer donate fractions of reward points (trying to donate 10.7 points will cause you do donate 10 points)
    5. Inventory may no longer randomly close (cleanUp function was deleting player's virtual inventory item) (still working on this)
    6. Empty reward vehicles show up on map.
    7. Skills assignment to OPFOR AI
    8. Attempt to stop AI from spawning in rocks
    9. Reinforcement troops added to composition of enemy, changes win condition and cleanup activities
    10. Ammo drop reward wasn't spawning correctly.
    11. Notifications for when player is incapacitated or killed.
     
    TWEAKS
    1. Tweaks to rescue civilians mission.
    2. Tweaks to ambient AI spawn placement.
    3. Tweaks to garbage cleanup script.
    4. Tweaks to enemy awareness scripting.
    5. Tweaks to UAV respawning.
    6. Tweaks to respawn loadouts. If you have a loadout saved from the arsenal, you won't get the default loadout for your role on respawn.
    7. Tweak to map markers: empty vehicles show as dark yellow instead of yellow.
    8. Tweak to ammo depot, repair depot and command+control sub objectives:
    8A. Destroying the objective will no longer despawn nearby friendly vehicles (whoops!).
    8B. Tweaked how holdAction charges are set (only one player at a time can set charges, you can't set them more than once, and a notification will spam to nearby players when the charges are set).
    8C. Tweaked how they are spawned, trying not to spawn them directly on roads.
    9. Tweak to enemy reinforcement notification (shortened text to fit in notification box).
    10. Tweak to artillery reward - will now only give one 'splash' report before barrage begins.
    11. Tweak to enemy mortar sub objective, and determining how that task completes.
    12. Tweak to custom vault action. Fixed for when 'v' key is used in vehicles, should resort to default behaviour.
    13. Removed enemy counter attack from secondary missions, not super interesting, win conditions were difficult and in general it was just misbehaving.
    14. Tweak: NATO now has advanced MAAWS, AAF has basic MAAWS (was reversed, thanks Bohemia for confusing class names)
    15. Tweak to revive, trying to fix bug which puts you in medical animation even while you are incapacitated
    16. Tweak to player name tags: name and tag are now place at chest level and responds to player stance position.
    17. Tweaked how map markers are updated and communicated to players.
    18. Reward menu (gear) now only propogates items that attach to weapons you have in your inventory.
    19. Removed Shelldrake (Mortars) squad - t'was problematic in a few ways.
    20. If you are in an air group where no vehicles are available for that group, you will be kicked from that group (VIPER, REAPER and TALON)
    21. Commander cannot kick players from slots in layer configured for pub play (default)
    22. Talon (CAP) vehicles can no longer mount air-to-ground ordinance, but are restricted to air to air and anit-radiation missiles.
    23. Tweaks to heavy asset respawn times (slightly longer).
    24. Slight buff to skill level for the following enemy AI: Anti-air soldier, Pilots, Crew, Squad Leader, Team Leader.
    25. Added 5.56mm magazines to NATO/NATO pacific faction ammo boxes.
  22. Thanks
    kman reacted to Ryko in I&A 4 Beta Test Feedback   
    Well, you'd expect the "railed" classname to be the one with the fancy optic, but it's not. It's the other way around
    Fixed in next version.
  23. Like
    kman reacted to Ryko in I&A 4 Beta Test Feedback   
    Tomorrow! 
  24. Thanks
    kman reacted to Stanhope in I&A 4 Beta Test Feedback   
    Arsenal restrictions breaking sometimes has been reported yes. 
  25. Like
    kman got a reaction from Mattadee in I&A 4 Beta Test Feedback   
    1)
    after re-connecting to server after computer reboot, im constantly getting:
    REMOVED FROM ROLE
    Reason: Idle
     
    spamm, and im not only one
     
    2) on GhostHawk, function to lock the on-board guns does not seem to work, it will say something like:
    Guns have been locked, press again to unlock
     
    but on using action again, it will say the SAME thing  - it should swap between locking/unlocking, but it only tells its locking te guns every time
    + it does not actually seem to lock them
     
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